Well, started a Cthulhu hat for pyro, It's coming along nicely for someone like me, who's most complex model was a dunce cap.
I still need to do the eyes and tentacles, but I think it's pretty good for a first proper model.
critiques and suggestions are needed, since I can't quite get the head down. But yeah, please, please tell anything I can improve and how I can do so.

You should spend as much time on your concepts as you do on the things on your art blog, like this:

Rough pencil sketches aren't that appealing.
Also, there is no need to repost the concepts that people have decided to model. It's just wasted text and space.

Also, there isn't much of a point in including your thoughts on stats, either.
But whatever floats your boat

The elaborate stuff usually takes several days to draw. While I do want to show respect to the modellers and potential modellers, I think that would be a bit of a waste of time.

I think there's a point in reposting the concepts people have offered to model. The items that are part of set ideas give more context if they remain. If someone saw a previous post and started pondering whether or not they wanted to model a certain item, and someone else then offered to model it, reposting the concept with red text on it could alert the original potential modeler, so they wouldn't make a redundant model. Also, saying hooray for two of the people who offered to model but not for the third would just be unfair.

Yeah, I know that stats aren't the contributors' to decide. Still, if the modellers put the stat suggestions on the workshop pages, possibly linking to each others' pages so viewers can easily see the whole sets, and the stat ideas get positive comments, Valve might consider them. It's a long shot, but not impossible.

I changed the name of the Sandman replacement because I just couldn't model my first idea. So here is the other part of the model and new name:

The Stone Storm. My original idea was The Cact 'N Rock which was going to be a cactus but modelling that was painful. So instead I made a broken sword that the Scout has fixed up with hard desert rocks. The model is still a WIP but I wanted to show you guys how it looked like.

ya i use blender, what need help on is more in the settings of the jigglebones i cant seem to get them to behave properly. im going for a kind of effect similar to that of the mad milk's jigglebones for the wine in the bottle im using the following settings:
$jigglebone "jiggle_1" {
is_flexible {
yaw_constraint 0 0
pitch_stiffness 0
pitch_constraint -2 2
}
}

ya i use blender, what need help on is more in the settings of the jigglebones i cant seem to get them to behave properly. im going for a kind of effect similar to that of the mad milk's jigglebones for the wine in the bottle im using the following settings:
$jigglebone "jiggle_1" {
is_flexible {
yaw_constraint 0 0
pitch_stiffness 0
pitch_constraint -2 2
}
}

it wooks fine in the model viewer but ingame it flips out

I'm actually fairly new to jigglebones myself, so I can't offer much more help other than that video I posted to create your armature setup, sorry.